Debug Materials

Chapters:

A debug material is a material that can be used for debugging of the image generation stages. By using the debug materials, you can check how the scene looks on a certain stage, visualize contents of the rendering buffers, check how they are blended into the final image. It means that you can render only reflections, or lighting, or only cubemaps, and so on.

The debug materials also allow you to check how sRGB correction and automatic exposure affect the final image.

The debug material includes all deferred buffers that are used on the Deferred Composite stage of the rendering sequence: you can compose contents of these buffers in any desired way. However, note that according to the rendering sequence, the debug materials are rendered after transparent objects rendering. So, the deferred buffers will contain data written by the transparent objects (if their materials have the Deferred Buffers flag set).

The debug material doesn't change the image rendered in the viewport: it is rendered atop the current viewport as a debug image. This image can be modified: you can change its size, or specify an offset along the axes.

The debug materials have the higher priority than the settings in the Rendering Debug Panel of the UnigineEditor.

Applying Debug Materials

To apply a debug material, perform the following:

Enable rendering of the debug materials in one of the following ways:

Via the UnigineEditor: on the Menu Bar, choose Rendering -> Features -> Debug.

You can specify several comma-separated materials: they will be applied in the specified order, so the last material in the list will be rendered atop the other debug materials.

Masking Debug Materials

By using the mask, you can control the area of debug material visibility. For example, by using the mask, you can create a smooth transition between the image that displays a rendering buffer and the final image. Or you can combine these images as follows:

Debug Materials Presets

UNIGINE provides a set of preconfigured debug materials that allow debugging lighting, reflections, screen space effects, and so on. These materials are available in the Materials Hierarchy Window:

Debug Mateials Presets in Materials Hierarchy

Such materials are inherited from debug_materials. You can apply one of them as is, or inherit a new material from one of them and change the parameters, apply a mask texture, or toggle the states on and off.

The following pictures demonstrate some of the preconfigured debug materials applied to the scene:

debug_ssao Material

debug_ssr Material

debug_ambient_light Material

debug_diffuse_light Material

Last update: 2018-08-10

We use cookies to ensure that we give you the best experience on our website. Click here for more information.